I liked them when they were researches :/
Windexglow
It's likely that he attacked so many players, that they started hating him enough to ally each other. It happened to 2 ai players I was playing agaisnt earlier.
Awesome, 30mb! Wow, we get some tutorial videos in it or something?
I have already checked there.
Conquering mode - If you destroy a player's capital, they become your permanent ally. Of course, they stop being your ally if another player destroys their capital.
I would love being able to 'increase culture' by killing citizens, forcing them as slaves (lowering culture) and the such. That would be fun! But seriously, that would be really fun to have.
I will wait patiently but not sure I order again or even recomend this to anyone. Pretty crappy service to see the retail version on shelves for a week before you get your pre-order. That is IF I get mine by Tuesday. [/quote] Um, retailers get the game weeks before any of us can get our grubby hands on it. And give them some credit; they aren't a major company that can spend hundreds of thousands on getting orders to people as fast as possible.
You would have loved the betas; you could take control of the planets. (Unless you still can)
In the main menu(s), there's a 3d background that shows astroids, planets, ect (no ships though).
Lincoln, Nebraska Got it today. I think they spent more time on the manual than the game; it's huge!
I believe the slider at the very top (galaxy size) determines just how big each system is. if not, play around with the other slides.
Making models for sins would take time; creating a UV texture, bump, spec (if sins uses that). You're most likely offering $20 or something; that means less than a dollar per hour, which isn't exactly worth it.
Good god..Not TEAMWORK [size="1"]![/size][size="2"]![/size] [size="3"]![/size] [size="4"]![/size] [size="5"]![/size] [size="6"]![/size] [size="7"]![/size] But seriously, cap ships should be tied. You lose the quantity punch by having only cap ships. While cap ships can be good, I rarely use over 4 cap ships.
Super Weapons don't do much; they're just an annoyance. Forcing 1 per system would make them nearly useless in large galaxies.
EDIT: already answered
[quote] Just had an idea. I don't know if it's possible or not. If there was a list of ongoing games that needed more players, a player would choose a game to join. The server pauses the game for the players whilst the new player downloads the save, once the player is in with the save downloaded, away we go. So there isn't an ongoing save file which has to be caught up, there is a pause whilst the save is downloaded. [/quote] Great idea
I would love a game mode where if you destroy your enemies home world, they lose after X minutes. The TEC super weapon wouldn't be able to hurt the capital though.. But yea, I would love some small options to make gameplay much faster; they're called options for a reason. It wouldn't make the game into another rts.
[quote] haha, imagine the superweapons on that map =P [/quote] Haha, oh wow. Maps like this are exactly why we need culture to give us neutral planets.
It's most likely a bug in their communications software. "Good god, we lost communication to our planets!! It happened so quickly that it must be aliens out to get us!"
It's probably just a bug in their software that makes them think they're destroyed.
You sir, have too much freetime. Which is a good thing, because you need to spend alot of time improving that piece of ****.
I normally pick a random name, such as; Windexglow I Windexglow II Windexglow III Windexglow IIV And so on. Easier on the enemy to remember it's arch enemy ;-)
AI suggestions: Evasive AI: AI will try to avoid major conflicts with you; often resorting to hit&run tactics, while being largely defensive Brute Force: AI masses their units, leaving small vulnerabilities. Main tactic they use is plowing right over enemies with their large force; they do not retreat unless extremely outnumbered.
Bugs happen to all games, don't worry. Go play some EA games without patches ;-)